Measuring Availability the Player Focused Way: How Riot Games Changed Its...
summary
Riot defines availability as percentage of served player minutes using CCU data and incident records, builds ETL pipelines and Tableau heatmaps to roll incidents into six player-impact buckets (login, matchmaking, gameplay, store/payments, end‑of‑game, chat/inventory), sets priority one = >50% players impacted, chooses a 99% target, measures League of Legends at 98.97%, and uses monthly reports plus postmortems to drive actions that raise morale from ~1–2 to ~4.7, fund SRE hires, and grow live‑ops from ~30 to ~80–90 people.
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chapters (10)
- 0:00Riot's availability crisis
- 3:10Defining the problem
- 6:46Shifting to player-centricity
- 10:59Prioritizing incidents
- 13:32Establishing common language
- 17:30Designing the SLO
- 20:18Implementing the calculation
- 24:32Results and reporting
- 27:42Achieving culture change
- 33:34Key ingredients for success
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